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Posted: Fri Apr 14, 2006 4:44 am
the new venerable dreadnought looks awesome anybody else seen it ?
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Posted: Fri Apr 14, 2006 6:15 am
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Posted: Mon Apr 17, 2006 3:56 am
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Posted: Mon Apr 17, 2006 5:26 pm
I don't like it that much.....I think the forgeworld dreadnought kit is better, because it allows more customization and doesn't look "bulky" now what I mean? Least it beats GW's box of doom dreadnought..... hate them sooo much stressed
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Posted: Mon Apr 17, 2006 6:49 pm
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Posted: Mon Apr 17, 2006 11:48 pm
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Posted: Tue Apr 18, 2006 12:07 pm
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Posted: Wed Apr 19, 2006 12:35 am
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Posted: Wed Apr 19, 2006 12:42 am
The new Ven dread does look good, though I think it is too much work to corupt to chaos.
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Posted: Wed Apr 19, 2006 4:38 am
Symos The new Ven dread does look good, though I think it is too much work to corupt to chaos. no such thing for the crafty modeler. and just a question but what is the best heavy weapon for close range fighting?
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Posted: Wed Apr 19, 2006 9:20 am
H.P.Rabbit Symos The new Ven dread does look good, though I think it is too much work to corupt to chaos. no such thing for the crafty modeler. and just a question but what is the best heavy weapon for close range fighting? You're best off taking the Las. Especially if it's Chaos stolen. That way Fire Frenzy will only RARELY effect you.
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Posted: Wed Apr 19, 2006 10:22 am
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Posted: Wed Apr 19, 2006 1:23 pm
I've just started a SM army and I want som advice. (note: I am kinda' poor.)
So fare maremy consists of: 1 SM leader w/ Combi-melta & P. Fist 1 Vet Squad w/ 9 vets (1 w/ P. Fist, 2 w/ combi weapons, 2 w/ P. Weapons, 3 w/ Bolters) 1 Rhino (fully upgraded or maybe VDRed) 2 Tactical Squad A w/ 1 Vet. Sgt. w/ P. weapon, 3 bolters, 1 flamer, 1 Autocannon Tactical Squad B w/ 1 Vet. Sgt. w/ P. weapon, 3 bolters, 1 flamer, 1 H. bolter 1 Scout Squad w/ Vet. Sgt. w/ P. weapon, 4 Bolters/Shotguns/Bolt Pistols
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Posted: Wed Apr 19, 2006 5:10 pm
not bad for starting out, but please let me make one suggestion- switch the commanders power fist to a power weapon-- although 2X strength sounds appealing, the commander's high initiative comes in handy in cc-- better to strike at normal strength first than double strength last. Besides, power weapons are cheaper and still ignore armor saves. wink
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Posted: Wed Apr 19, 2006 8:32 pm
The_Chaplain not bad for starting out, but please let me make one suggestion- switch the commanders power fist to a power weapon-- although 2X strength sounds appealing, the commander's high initiative comes in handy in cc-- better to strike at normal strength first than double strength last. Besides, power weapons are cheaper and still ignore armor saves. wink Child, hold your tounge in the pressence of longer guild members. Felix has been around for awhile, so he probly has a plan for the power fist
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